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Spawn yanındaki yollar sayıları şaşırtmasın – Upit AI’ye net çözüm Sorun → Debug hücre rakamı, pathIndex hâlâ spawn–>base dizisini düzgün takip etmiyor; spawn yanına blok eklenince bazı hücreler yanlış index alıyor. En basit tutarlı kural: Rakam = pathIndex + 1 (yani Base bloğu = “toplam yol uzunluğu”, önceki = –1, ...) Böylece yol ne kadar uzarsa uzasın: 5 blok ⇒ Base “5”, geri “4 3 2 1”. 10 blok ⇒ Base “10”, geri “9 8 7 ...”. Spawn yanındaki “dekor” bloklarda index yok, rakam da yok. 1 · rebuildPathPoints() kalıyor Spawn’dan başlayıp targets[0] oku izleyerek pathPoints dizisini kur (önceki talimattaki gibi). 2 · Her hücreye pathIndex ata js Kopyala Düzenle for (let i = 0; i < pathPoints.length; i++){ const p = pathPoints[i]; grid.getCell(p.x, p.y).pathIndex = i; } Spawn’a bitişik dekor bloklarda pathIndex undefined bırak. 3 · DebugCell.render js Kopyala Düzenle if (cell.pathIndex !== undefined){ numberLabel.visible = true; numberLabel.setText("" + (cell.pathIndex + 1)); }else{ numberLabel.visible = false; } Base bloğu “N”, önceki “N-1”...; spawn bloklarında da “1” görünecek istersen if (cell.pathIndex===0) numberLabel.visible=false diyerek 1’i gizle. 4 · rebuildPathPoints() çağrı yerleri oyun başlangıcında her yol bloğu yerleştirmesinden sonra Base taşınırken (normal yol uzatması) Spawn yanına eklenen decorRoad blokları pathPoints’e eklenmediği için indeksler bozulmaz. 5 · Test senaryosu (AI kendisi yapsın) Başlangıçta Base bloğu “5”, geriye “4 3 2 1”. Spawn’ın sağına dekor yol ekle → rakam yok; ana sıra hâlâ 5-4-3... Base’in önüne yeni yol ekle → toplam blok 6, Base “6”, geri “5 4 3...”. Düşman yolu takip ederken gördüğü rakamlar 1→2→3... artış tutarlılığında. Bu düzenleme rakamları pathIndex + 1 ilkesine sabitler; spawn yan blokları artık numarayı hiç etkilemez, hata kalmaz.
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Aşağıdaki “tek paket” talimatı Upit AI’ye ver — Debug’daki
+0 +1 +2 ... sayıları tam olarak düşmanların izlediği rota
sırasına göre güncellenecek ve her yol ekleyişinde
otomatik uyum sağlayacak.
1 · Patika listesini spawn’dan base’e doğru yeniden kur
1.1 helper: rebuildPathPoints()
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Düzenle
function rebuildPathPoints(){
pathPoints.length = 0;
// 1 spawn merkezine ekle
const spawn = grid.spawns[0];
pathPoints.push({x: spawn.x, y: spawn.y});
// 2 spawnExit belirle
const exit = grid.getCell(spawn.x, spawn.y + BLOCK_SIZE);
pathPoints.push({x: exit.x, y: exit.y});
// 3 geri kalan yolu target oklarını izleyerek yürüyerek ekle
let cur = exit;
const safety = 500; // sonsuz döngüye düşmesin
let k = 0;
while (cur.type !== TYPE_BASE && k++ < safety){
cur = cur.targets[0]; // grid.pathFind()’in doldurduğu ok
pathPoints.push({x: cur.x, y: cur.y});
}
}
1.2 Ne zaman çağrılır?
oyun başlangıcında (spawn yolu kurulduktan hemen sonra)
her Road / Slow / Poison bloğu yerleştirildikten sonra
her Base taşındıktan sonra (normal yol uzatma)
2 · DebugCell: sayıyı pathIndex olarak göster
2.1 Hücreye pathIndex atama
rebuildPathPoints() sonunda:
js
Kopyala
Düzenle
for (let i=0; i
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spawnpointin 4 kenarına çerçeve ekle siyah renki
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spawnpointin üst sağ ve sol kısmına bir çerçeve ekle siyah dışa doğru değil içe doğru
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spawn pointin orta dan ikiye böl üst ve alt parça olarak üst parça görünür olarak gözüksün ama fiziksel olarak var olmasın hatta boyutu yatay olarak spawn pointin bir kenarı kadar yüksekliği 4 pixel olsun ve konumunu orta yapma spawn pointin en üst kısmı yap
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o şeyi en üstünde tut spawn pointin ancak %90 küçült ince bir şerit olsun
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spawn pointin orta dan ikiye böl üst ve alt parça olarak üst parça görünür olarak gözüksün ama fiziksel olarak var olmasın
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çıklamayı Upit AI’ye ver – görselde spawn bloğunu 1 piksel küçültmek yeterli değil, çünkü oyun hâlâ 2 × 2 hücrelik çarpışma kutusunu (type 2) tam kare olarak kullanıyor; yol / kule blokları hücresel düzeyde hâlâ spawn’a bitişik kabul ediliyor. Gerçekten temas olmamasını garantilemek için mantıksal bir “koruma halkası” eklemen gerekiyor. 1 · Yeni tip: TYPE_SPAWN_GUARD = 8 Spawn bloğunun çevresindeki dört 2 × 2 hücre bu tipe boyanacak. Bu hücreler: Yerleştirilemez (road / kule). Yürünebilir değildir (düşman path’i için). Debug’de yarı saydam koyu gri göster (rakamsız). js Kopyala Düzenle const TYPE_SPAWN = 2; const TYPE_SPAWN_GUARD= 8; 1.1 Spawn kurulurken js Kopyala Düzenle paintBlock(spawnCx, spawnCy, TYPE_SPAWN); // merkez 2×2 paintBlock(spawnCx, spawnCy - BLOCK_SIZE, TYPE_SPAWN_GUARD); // üst guard paintBlock(spawnCx + BLOCK_SIZE, spawnCy, TYPE_SPAWN_GUARD); // sağ paintBlock(spawnCx - BLOCK_SIZE, spawnCy, TYPE_SPAWN_GUARD); // sol (Alt guard yok; oradan spawnExit yoluna bağlanıyoruz.) 2 · Yürünebilirlik & yerleştirilebilirlik 2.1 Path-finding js Kopyala Düzenle function isWalkable(c){ return c.type === 0 || c.type === 5 || c.type === 6 || c.type === 3 || c.type === 2; // 8 yürünebilir **DEĞİL** } 2.2 Preview kontrolleri js Kopyala Düzenle // Road / Tower Preview if (cell.type === TYPE_SPAWN_GUARD) { // blok içinde guard varsa preview.canPlace = false; // kırmızı return; } Böylece spawn etrafındaki gri halkanın hiçbir hücresine yol veya kule yerleşemez. 3 · Görsel – spawn küçültme 1 piksel Spawn bloğu zaten 2 × 2; 1 px içe çekilmiş mavi kare ortada dursun. Guard hücreleri koyu gri kare; debug rakamı gösterilmesin. js Kopyala Düzenle case TYPE_SPAWN_GUARD: cellGraphics.tint = 0x333333; numberLabel.visible = false; 4 · fixSpawnTargets değişmez SpawnExit hâlâ aşağı bloğu; guard hücreleri yürünebilir olmadığı için düşman path’i etkilenmez. 5 · Hızlı test (AI kendisi doğrulasın) Spawn çevresinde 1 hücrelik koyu gri halka görünür. Road veya Tower ikonunu bu gri hücrelere getirince preview kırmızı, bırakılamaz. Spawn altına yol eklenebilir, Base taşınır, numaralar doğru kalır. Düşman doğunca yalnız aşağı çıkar, gri halkanın üzerine basmaz. Bu mantıksal “guard” halkası, spawn bloğuna fiziksel teması tam engeller; yol / kule blokları artık spawn’a değemez ve numerasyon sapıtmaz.
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make spawnpoint smaller by 1 pixel left right and top so the roads towers base cannot touch spawn point
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Aşağıdakileri tek seferde Upit AI’ye uygulat—böylece spawn’ın üst/sol/sağ kenarına “süs yolu” koyabilirsin, ancak bu bloklar yürünebilir sayılmaz ve path/numaralandırmayı kesinlikle bozmaz. Asıl patika yine sadece aşağıdan başlar. 1 · Yeni tip: TYPE_DECOR_ROAD = 7 js Kopyala Düzenle const TYPE_ROAD = 0; const TYPE_SLOW_ROAD = 5; const TYPE_POISON_ROAD = 6; const TYPE_DECOR_ROAD = 7; // spawn’a bitişik yan/üst yollar DebugCell.render — case 7 → kahverengi tonu, label gizli js Kopyala Düzenle if (cell.type === TYPE_DECOR_ROAD){ numberLabel.visible = false; } 2 · Road yerleştirirken spawn yan/üst kenarını “dekor” yap js Kopyala Düzenle const touchingSpawn = sharesEdge({x:cx,y:cy}, spawnCenter); if (touchingSpawn && cy <= spawnCenter.y){ // üst/sol/sağ paintBlock(cx,cy, TYPE_DECOR_ROAD); // 4 hücre 7 gold -= cost; return; // Base taşınmaz, pathPoints eklenmez } (Spawn’ın alt kenarı hâlâ normal yol mantığıyla Base uzatır.) 3 · pathFind: walkable tip listesine 7’yi SOKMA js Kopyala Düzenle function isWalkable(c){ return c.type === 0 || c.type === 5 || c.type === 6 || c.type === 2 || c.type === 3; // 7 yok! } Sonuç: Décor yollar üzerinden BFS puanı yayılmaz → numaralar sadece gerçek patikada görünür. 4 · fixSpawnTargets() değişmedi Spawn.targets hâlâ [spawnExit]; yan/üst bloklar zaten yürünülemez olduğu için ek bir koruma gerekmez. 5 · Preview renkleri bozulmasın Decor blok koyarken Preview yeşil/tint kahverengi. Yerleştirdikten sonra rakam görünmez çünkü numberLabel.visible = false. 6 · Hızlı test (AI kendi doğrulasın) Spawn’ın üst/sol/sağ kenarına yol bloğu sürükle → yeşil, bırakınca kahverengi DecorRoad görünür, altın düşer, Base yerinde kalır. Debug sayıları hâlâ +0 (spawn), +1 (alt), +2... sola doğru; décor bloklarda rakam yok. Düşman doğunca yine aşağı→sol... gider; décor yolları hiç kullanmaz. Spawn altına yol koyduğunda normal uzatma çalışır (Base taşınır, sayılar kayar). Bu değişiklikler spawn yanındaki yolların path’e katılmamasını garanti eder; dolayısıyla mesafe/numara dizisi artık yanlış hesaplanmaz.
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1 · Spawn kenarı kısıtlamasını tamamen kaldır Road / Slow Road / Poison Road Preview sınıflarında: js Kopyala Düzenle // ➜ TAMAMEN SİL veya YORUM SATIRINA AL /* if (isSpawnEdge){ const dir = ... // aşağı filitresi if (dir !== 2){ canPlace = false; return; } } */ Böylece spawn bloğunun üst-sağ-sol kenarlarına da yol bloğu yerleştirilebilir (spawn üstündeki hücreye yerleştirme hâlâ reddediliyor, çünkü çakışma kontrolünde cell.type === TYPE_SPAWN → false yapıyoruz). 2 · Yeni yol bloğu yalnızca Base uzatınca path’e girsin game.up içindeki yol yerleştirme kodu: js Kopyala Düzenle const touchingBase = sharesEdge({x:cx,y:cy}, baseCenter); if (touchingBase){ // ⬅ ESKİ davranış: altın düş, eski base = road, yeni blok = base, // pathPoints.push({cx,cy}) ... } else { // Spawn kenarı veya başka dekoratif yol: // • altın düşer // • BLOK 4 hücreyi type 0 / 5 / 6 yap // • !!! pathPoints.push YAPMA !!! (Base de taşınmasın) } Böylece spawn yanına eklenen yol numaralandırmaya girmez, DebugCell için step = -1 kalır → “–” sembolü gösterir; mevcut +0 +1 +2 dizisi bozulmaz. 3 · Numaraları yalnız step >= 0 olan hücrelerde göster js Kopyala Düzenle if (step === -1){ numberLabel.visible = false; // spawn kenarı yol bloklarında rakam gösterme } else { numberLabel.visible = true; numberLabel.setText("+"+step); } 4 · wouldBlockPath() spawn kenarı için güvenli Spawn üst-yan yol blokları patikaya katılmadığından grid.pathFind() onları ”alternatif giriş“ saymaz; Spawn.targets hâlâ [spawnExit] çünkü fixSpawnTargets() her yol yerleştirmesinden sonra çağrılıyor. 5 · Hızlı kontrol (AI kendisi denesin) Spawn’ın üst/sağ/sol kenarlarına yol bloğu ekle → Preview yeşil, bırakınca yol yerleşir, altın –5. Base yerinde kalır, numaralar hâlâ +0 +1 +2 ... aşağı-sol zincirinde. Spawn yan bloklarında rakam görünmez (“–” veya gizli), yol dekoratif çalışır. Spawn’dan çıkan düşman yine önce aşağı, sonra ana patika boyunca gider. Bu adımlarla spawn’ın yanına yol koyma tamamen serbestleşir; Debug numaraları veya patika mantığı bozulmaz.
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Çözüm: Spawn kenarı filtresi kalacak (üst, sağ, sol yasak; aşağı serbest). Base kenarı filtresi gevşetilecek – geri yöndeki bloğu (spawn’a bakan kenar) yasakla, ama 90° dönüşlere izin ver. 1 · Base yön hesaplamasını değiştir js Kopyala Düzenle // mevcut: if (isBaseEdge) { const forwardDir = ... // son segment yönü if (dirHere !== forwardDir) { canPlace = false; return; } } ➜ Yeni mantık js Kopyala Düzenle if (isBaseEdge) { const last = pathPoints.at(-1); // base merkezi const prev = pathPoints.at(-2); // önceki yol const backDir = (last.x > prev.x)? 3 : // sağdan geldiyse geri = sol (last.x < prev.x)? 1 : (last.y > prev.y)? 0 : 2; // alttan geldiyse geri = up const dirHere = (cx > last.x)? 1 : (cx < last.x)? 3 : (cy > last.y)? 2 : 0; if (dirHere === backDir) { // SADECE geri yasak canPlace = false; return; } // yan veya ileri 90° ⟶ serbest } 2 · Spawn filtresi aynı kalıyor js Kopyala Düzenle if (isSpawnEdge){ const dir = (cy > spawnCy)? 2 : // sadece aşağı izinli (cx > spawnCx)? 1 : (cx < spawnCx)? 3 : 0; if (dir !== 2){ canPlace = false; return; } } 3 · Başka kodu değiştirme wouldBlockPath() hâlâ devrede; yol kopukluğu veya halkaya izin vermez. fixSpawnTargets() spawn.targets dizisini tek aşağı bloğa sınırlamaya devam eder. 4 · Hızlı doğrulama (AI test) Spawn’ın altına yol → yeşil, eklenir. Base’in sağ/sol/alt kenarlarına (90° dönüş) yol eklenir. Base’in geri kenarı (patikanın geldiği yön) kırmızı. Spawn’ın üst/sol/sağ kenarlarına yol eklenemez (kırmızı). Numerasyon “+0 +1 +2...” artık bozulmaz. Bu güncelleme 90° kıvrımlara izin verirken geri dönüşü engeller; artık yol yalnız sola değil, base etrafında istediğiniz yöne uzatılabilir.
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Spawn bloğunun yalnızca altındaki yol bloğu kabul edilir (sol-üst-sağ komşularında hiçbir yol BLOĞU olamaz). Base bloğunun yalnızca “ileri” yüzü kabul edilir (gerisi ve yanları yol BLOĞU ile temas edemez). Böylece spawn ve base blokları hiçbir zaman üst-üste/yan-yana “halkalı temas” yapmaz; DebugCell sayıları dairesel sapıtmaz. 1 · Sabitler js Kopyala Düzenle const DIRS = [ {dx: 0, dy: -BLOCK_SIZE}, // up {dx: BLOCK_SIZE, dy: 0}, // right {dx: 0, dy: BLOCK_SIZE}, // down {dx: -BLOCK_SIZE, dy: 0} // left ]; const SPAWN_EXIT_DIR = 2; // index 2 → down 2 · RoadPreview.canPlace – spawn & base kenar filtresi js Kopyala Düzenle function isAdjacentTo(cell, type){ return DIRS.some(d=>{ const n = grid.getCell(cell.x+d.dx, cell.y+d.dy); return n && n.type === type; }); } function sharesEdge(a,b){ // true if b bitişik return Math.abs(a.x-b.x) === BLOCK_SIZE && a.y === b.y || Math.abs(a.y-b.y) === BLOCK_SIZE && a.x === b.x; } const isSpawnEdge = sharesEdge({x:cx,y:cy}, spawnCenter); const isBaseEdge = sharesEdge({x:cx,y:cy}, baseCenter); if (isSpawnEdge){ // YALNIZCA down yüzüne izin ver const dir = (cy > spawnCenter.y) ? 2 : (cx > spawnCenter.x ? 1 : (cx < spawnCenter.x ? 3 : 0)); if (dir !== SPAWN_EXIT_DIR){ // üst/sol/sağ? canPlace = false; // kırmızı return; } } if (isBaseEdge){ // Base bloğunun sadece ön (“ileri”) yüzüne izin ver const lastSeg = pathPoints.at(-1); // base centre const prevSeg = pathPoints.at(-2); // önceki yol const forwardDir = (lastSeg.x > prevSeg.x)? 1 : (lastSeg.x < prevSeg.x)? 3 : (lastSeg.y > prevSeg.y)? 2 : 0; const dirHere = (cx > baseCenter.x)? 1 : (cx < baseCenter.x)? 3 : (cy > baseCenter.y)? 2 : 0; if (dirHere !== forwardDir){ // yan veya geri canPlace = false; return; } } Sonuç: – Spawn’ın sol/üst/sağ kenarları “Cannot build” (kırmızı). – Base’in yan/arka kenarları “Cannot build” (kırmızı). – Diğer tüm kurallar (duvar, altın, touchesRoad) geçmeye devam eder. 3 · Path güncellemesi değişmiyor fixSpawnTargets() spawn.targets listesine zaten tek “down” hücresini koyuyor; başka yol konulamayacağı için döngü tehlikesi kalmaz. DebugCell’de “+0 +1 +2 ...” numerasyonu artık her zaman düz çizgi verir. 4 · Hızlı test (AI kendisi doğrulasın) Spawn bloğunun sağı/solu/üstü → Preview kırmızı, yerleşmez. Spawn’ın altı → yeşil, yerleşir, yol uzar. Base bloğunun ön yüzü → yeşil; yan veya geri → kırmızı. Debug sayıları hizalı: spawn +0, alt blok +1, sonraki bloklar +2 +3... yanlışa sapmıyor. Bu ek filtreler spawn ve base’in “yasak kenarlarına” yol konmasını engeller; böylece hatalı halka oluşmaz ve sayı sırası daima doğru kalır.
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2 · Sihirli ofsetleri sil — tam hücre merkezini kullan Her Preview ve Tower.placeOnGrid’de: js Kopyala Düzenle self.x = grid.x + (gridX + 0.5) * CELL_SIZE; self.y = grid.y + (gridY + 0.5) * CELL_SIZE; (-72 +10 +4 +2 ve -66 +5 +3 +2 gibi tüm sabitler kaldır.) Bu sayede DebugCell kareleri, ön-izleme kareleri ve gerçek grid hücreleri tam üst üste oturur; rakamlar doğru karede görünür.
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mavi spawn point dğer yollarla bağlantı kursa da kurmasa da track number azalmasın
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düşman spawn pointini road olarak alma orayı düşmanın yürüyebildiği ancak road olmayan bir şey olarak görelim yani road üzerindeki sayıları spawnpoint etkilemesin
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Upit AI’ye aktar – “Mesafe rakamlarını SPAWN’dan say + sıfır ofset kullan” Sorunun kökü ‣ DebugCell şu satırla gösteriyor: js Kopyala Düzenle numberLabel.setText(Math.floor(data.score / 10000)); Bu değer base’ten geriye doğru sayıyor. Yeni bir yol spawn’ın yanına eklendiğinde path uzunluğu değişiyor ama rakam hâlâ “base’e uzaklık” = 0-1-2 biçiminde; o yüzden görselde ters görünüyor. 1 · DebugCell.render – rakamı spawn’dan ileri doğru yaz js Kopyala Düzenle // road / slow / poison road bloklarında: if (data.type === TYPE_ROAD || data.type === TYPE_SLOW_ROAD || data.type === TYPE_POISON_ROAD){ // ... (tint, ok çizimi aynen dursun) // 1 spawn’dan uzaklığı bul let step = -1; for (let k = 0; k < pathPoints.length; k++){ if (pathPoints[k].x === data.x && pathPoints[k].y === data.y){ step = k; // 0 = spawn, 1 = spawnExit, ... break; } } // 2 step bulunamadıysa “–” göster; bulunduysa “+step” if (step === -1){ numberLabel.setText("-"); }else{ numberLabel.setText("+" + step); } } Artık +0 spawn, +1 spawn-exit, +2 ... diye ileriye doğru numaralanır — yol nereye yönelirse yönelsin tutarlı. 2 · Sihirli ofsetleri sil — tam hücre merkezini kullan Her Preview ve Tower.placeOnGrid’de: js Kopyala Düzenle self.x = grid.x + (gridX + 0.5) * CELL_SIZE; self.y = grid.y + (gridY + 0.5) * CELL_SIZE; (-72 +10 +4 +2 ve -66 +5 +3 +2 gibi tüm sabitler kaldır.) Bu sayede DebugCell kareleri, ön-izleme kareleri ve gerçek grid hücreleri tam üst üste oturur; rakamlar doğru karede görünür. 3 · Kontrol listesi (AI test) Spawn mavi blok “+0”, hemen altındaki yol “+1”, sola gittikçe “+2 +3 +4” ... sıralanır. Spawn’ın sağı/solu/üstüne yeni yol koyunca numaralar otomatik kayar (spawn = 0, yenisi = 1, eski +1 → +2 ...). Hiçbir karede rakam atlaması ya da yanlış yerde sayı kalmaz. Bu iki değişiklik (rakam formülü + ofset temizliği) ile mesafeler her zaman spawn’dan sayılacak ve artık yanlış görünmeyecek.
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dont prevent putting road next to enemy spawn point if base is there too
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road sadece base olan yerdin 3 kenarına konulabilir olsun spawn pointin kenarlarına koyulamaz olsun road yeşil base e bağımlı
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Upit AI – “Spawn Yanına Kırmızı Yol Sorununu %100 Düzelt” Sorunun kökü: Preview karelerinin koordinatı rasgele -72 +10 +4 +2 gibi sihirli ofsetlerle hesaplanıyor. Hücre merkezine oturmuyor; bu yüzden asıl denediğiniz hücre ≠ hesaplanan gridX/gridY. Bağlantı denetimi de yanlış hücreye bakınca kırmızı kalıyor. Aşağıdaki dört adım yetiyor: 1 · Tüm Preview sınıflarında (Road / Slow / Poison Road + Tower) js Kopyala Düzenle // ⛔ ESKİ self.x = grid.x + self.gridX*CELL_SIZE + CELL_SIZE/2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY*CELL_SIZE + CELL_SIZE/2 - 66 + 5 + 3 + 2; // ✅ YENİ — TEK FORMÜL, SİHİRLİ SAYI YOK self.x = grid.x + (self.gridX + 0.5)*CELL_SIZE; self.y = grid.y + (self.gridY + 0.5)*CELL_SIZE; TowerPreview’de parmak üstü gösterim gerekiyorsa yalnız orada js Kopyala Düzenle self.snapToGrid(x, y - CELL_SIZE*1.5); kullan, ama formül yine aynı. 2 · Tower.placeOnGrid de aynı doğrulukta js Kopyala Düzenle self.x = grid.x + (gridX + 0.5)*CELL_SIZE; self.y = grid.y + (gridY + 0.5)*CELL_SIZE; 3 · Road Preview’de spawn yanına koyunca yol hep yeşil updatePlacementStatus içindeki spawn kontrolü kalsın; ancak early-return’de de düzgün pozisyon için tint zaten yeşil olacak (artık koordinat doğru). Ek koruma: spawn BLOĞU üstüne koymayı engellemeye devam et: js Kopyala Düzenle if (cell && cell.type === TYPE_SPAWN) { self.canPlace = false; // spawn’ın ÜSTÜNE değil, yanına } 4 · TowerPreview & RoadPreview görünürlüğü Ofsetler kalkınca hücre sınırına tam oturur; kalan “kırmızı yolun yanına koyunca devam” problemi de yok olur. Path hesap ve fixSpawnTargets() değişmeyecek. Hızlı Kontrol (AI kendi test etmeli) Road ikonunu sürükle → spawn’ın sol/sağ/üst hücresi yeşil. Bıraktığında yol yerleşir; bir sonraki yol parçası doğrudan bu yeşil bloğun yanına konabilir – kırmızı kalmaz. Tüm tower/yol kareleri ızgaraya tam ortalanır; debug oklar kaymaz. Bu değişikliklerle kırmızı-yeşil tutarsızlığı ve “spawn yanına yol koyamama” sorunu kesinlikle bitecek.
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Upit AI – “Spawn Yanına Kırmızı Yol Sorununu %100 Düzelt” Sorunun kökü: Preview karelerinin koordinatı rasgele -72 +10 +4 +2 gibi sihirli ofsetlerle hesaplanıyor. Hücre merkezine oturmuyor; bu yüzden asıl denediğiniz hücre ≠ hesaplanan gridX/gridY. Bağlantı denetimi de yanlış hücreye bakınca kırmızı kalıyor. Aşağıdaki dört adım yetiyor: 1 · Tüm Preview sınıflarında (Road / Slow / Poison Road + Tower) js Kopyala Düzenle // ⛔ ESKİ self.x = grid.x + self.gridX*CELL_SIZE + CELL_SIZE/2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY*CELL_SIZE + CELL_SIZE/2 - 66 + 5 + 3 + 2; // ✅ YENİ — TEK FORMÜL, SİHİRLİ SAYI YOK self.x = grid.x + (self.gridX + 0.5)*CELL_SIZE; self.y = grid.y + (self.gridY + 0.5)*CELL_SIZE; TowerPreview’de parmak üstü gösterim gerekiyorsa yalnız orada js Kopyala Düzenle self.snapToGrid(x, y - CELL_SIZE*1.5); kullan, ama formül yine aynı. 2 · Tower.placeOnGrid de aynı doğrulukta js Kopyala Düzenle self.x = grid.x + (gridX + 0.5)*CELL_SIZE; self.y = grid.y + (gridY + 0.5)*CELL_SIZE; 3 · Road Preview’de spawn yanına koyunca yol hep yeşil updatePlacementStatus içindeki spawn kontrolü kalsın; ancak early-return’de de düzgün pozisyon için tint zaten yeşil olacak (artık koordinat doğru). Ek koruma: spawn BLOĞU üstüne koymayı engellemeye devam et: js Kopyala Düzenle if (cell && cell.type === TYPE_SPAWN) { self.canPlace = false; // spawn’ın ÜSTÜNE değil, yanına } 4 · TowerPreview & RoadPreview görünürlüğü Ofsetler kalkınca hücre sınırına tam oturur; kalan “kırmızı yolun yanına koyunca devam” problemi de yok olur. Path hesap ve fixSpawnTargets() değişmeyecek. Hızlı Kontrol (AI kendi test etmeli) Road ikonunu sürükle → spawn’ın sol/sağ/üst hücresi yeşil. Bıraktığında yol yerleşir; bir sonraki yol parçası doğrudan bu yeşil bloğun yanına konabilir – kırmızı kalmaz. Tüm tower/yol kareleri ızgaraya tam ortalanır; debug oklar kaymaz. Bu değişikliklerle kırmızı-yeşil tutarsızlığı ve “spawn yanına yol koyamama” sorunu kesinlikle bitecek.
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1 · Bağlantı kuralını genişlet RoadPreview.updatePlacementStatus() (ve Slow/Poison varyantları) içinde “yola / Base’e bitişik mi?” denetimini şöyle değiştir: js Kopyala Düzenle const TOUCHING_ROAD = ( cellRight.type >= TYPE_ROAD_MIN && cellRight.type <= TYPE_ROAD_MAX || cellLeft.type >= TYPE_ROAD_MIN && cellLeft.type <= TYPE_ROAD_MAX || cellUp.type >= TYPE_ROAD_MIN && cellUp.type <= TYPE_ROAD_MAX || cellDown.type >= TYPE_ROAD_MIN && cellDown.type <= TYPE_ROAD_MAX ); // YENİ: Spawn'a komşuluk da bağlantı sayılır const TOUCHING_SPAWN = cellRight.type === 2 || cellLeft.type === 2 || cellUp.type === 2 || cellDown.type === 2; preview.canPlace = TOUCHING_ROAD || TOUCHING_SPAWN; TYPE_ROAD_MIN = 0, TYPE_ROAD_MAX = 6 (road, slow, poison, base). 2 · wouldBlockPath kontrolünü spawn komşusunda atla js Kopyala Düzenle if (TOUCHING_SPAWN){ // Spawn’ın yanındaki yol path’i asla bozamaz preview.canPlace = true; preview.cannotReason = ""; return; // wouldBlockPath() çağrısını atla } 3 · Yerleştirme (game.up) – spawn yanına eklerken serbest Kare onaylandığında artık canPlace === true, kodun geri kalanı (altın düş, Base taşı, grid.pathFind, fixSpawnTargets) aynen çalışır. Ek çoklu kontrole gerek yok. 4 · Hızlı kontrol (AI test) Road ikonunu sürükle → spawn bloğunun sağı/solu/üstü yeşil olur. Bırakınca yol yerleşir, altın düşer, Base yeni kurala göre yeniden taşınır. “Road cannot go back” veya “cannot build here” mesajı gösterilmez. Düşman doğunca yine yalnız aşağı iner ( fixSpawnTargets() zaten kaldı). Bu kod eklemeleri yol bloklarını spawn’ın yanına yeşil yapacak ve koyulmasını engelleyen kırmızı ön-izlemeyi kalıcı olarak kaldıracaktır.
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you make the road next to spawnpoint red and i cant connect with the red road fix it delete codes about preventin buildings next to spawn point
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allow me to place road next to spawnpoint dont show bug reports make it happen
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Road “Cannot go back” hatasını kaldır – Spawner yanına yol koyabil Aşağıdaki mini‐düzeltmeyi Upit AI’ye uygulat; böylece spawn bloğunun sol-üst-sağ kenarlarına Road / Slow Road / Poison Road blokları eklenirken “Road cannot go back” uyarısı çıkmaz. 1 · RoadPreview (ve Slow/Poison Preview) → placement kuralını güncelle js Kopyala Düzenle // Yeni yol bloğunun merkez koordinatı const cx = preview.gridX + BLOCK_SIZE/2; const cy = preview.gridY + BLOCK_SIZE/2; // ❶ Spawn’a komşuysa daima serbest const touchingSpawn = Math.abs(cx - spawnCx) + Math.abs(cy - spawnCy) === BLOCK_SIZE; if (touchingSpawn){ preview.canPlace = true; // renk yeşil preview.cannotReason = ""; // “cannot go back” mesajını bastır return; } (Bu satır, mevcut “geri yönde mi?” veya “base’e bitişik mi?” kontrollerinden ÖNCE yer almalı; spawn’a komşuluk saptanınca diğer kurallar çalıştırılmaz.) 2 · “Geri yönde” kuralını Base bloğu için koru js Kopyala Düzenle // touchingSpawn false ise eski kontrol geçerli: const backDir = /* ... */; if (newDir === backDir){ preview.canPlace = false; preview.cannotReason = "Road cannot go back"; } 3 · Path‐finding hâlâ tek yönlü fixSpawnTargets() fonksiyonu spawn’ın targets dizisini yalnızca aşağı blok ile sınırlandırdığı için, spawn yanındaki yeni yollar yol grafiğine eklenir ama düşmanlar yine önce aşağı iner. Başka kod değişikliği gerekmez.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = BULLET_DAMAGE; // All bullets deal 1 damage self.speed = speed || 5; self.x = startX; self.y = startY; var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Scale bullet speed by game speed var scaledSpeed = self.speed * gameSpeed; if (distance < scaledSpeed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } self.destroy(); } else { var angle = Math.atan2(dy, dx); // Scale bullet speed by game speed var scaledSpeed = self.speed * gameSpeed; self.x += Math.cos(angle) * scaledSpeed; self.y += Math.sin(angle) * scaledSpeed; } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () {}; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; self.render = function (data) { switch (data.type) { case TYPE_ROAD: case TYPE_SLOW_ROAD: case TYPE_POISON_ROAD: { if (data.pathId != pathId) { self.removeArrows(); numberLabel.visible = false; // Hide numbers for decorative roads cellGraphics.tint = 0x880000; return; } numberLabel.visible = true; var tint = Math.floor(data.score / maxScore * 0x88); var towerInRangeHighlight = false; if (selectedTower && data.towersInRange && data.towersInRange.indexOf(selectedTower) !== -1) { towerInRangeHighlight = true; cellGraphics.tint = 0x0088ff; } else { // Color based on road type - all roads now use same color cellGraphics.tint = 0x88 - tint << 8 | tint; } while (debugArrows.length > data.targets.length) { self.removeChild(debugArrows.pop()); } for (var a = 0; a < data.targets.length; a++) { var destination = data.targets[a]; var ox = destination.x - data.x; var oy = destination.y - data.y; var angle = Math.atan2(oy, ox); if (!debugArrows[a]) { debugArrows[a] = LK.getAsset('arrow', { anchorX: -.5, anchorY: 0.5 }); debugArrows[a].alpha = .5; self.addChildAt(debugArrows[a], 1); } debugArrows[a].rotation = angle; } break; } case 2: { // spawn - enemies can walk on it but it doesn't count as road for scoring self.removeArrows(); cellGraphics.tint = 0x4444ff; // blue numberLabel.visible = false; // Make spawn point smaller by 1 pixel on left, right, and top cellGraphics.width = CELL_SIZE - 1; cellGraphics.height = CELL_SIZE - 1; cellGraphics.x = 0.5; // Shift right by 0.5 pixel cellGraphics.y = 0.5; // Shift down by 0.5 pixel // Don't show score numbers for spawn point even though enemies use it for pathfinding break; } case 1: { self.removeArrows(); cellGraphics.tint = 0xaaaaaa; numberLabel.visible = false; break; } case 3: { self.removeArrows(); cellGraphics.tint = 0x008800; numberLabel.visible = false; break; } case 4: { // tower body self.removeArrows(); cellGraphics.tint = 0x555555; // dark gray numberLabel.visible = false; break; } case TYPE_SPAWN_GUARD: { // spawn guard - dark gray, no numbers self.removeArrows(); cellGraphics.tint = 0x333333; // dark gray numberLabel.visible = false; break; } } numberLabel.setText(Math.floor(data.score / 10000)); }; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x33CC00; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.5; break; case 'slow': effectGraphics.tint = 0x9900FF; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'poison': effectGraphics.tint = 0x00FFAA; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; case 'sniper': effectGraphics.tint = 0xFF5500; effectGraphics.width = effectGraphics.height = CELL_SIZE; break; } effectGraphics.alpha = 0.7; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; // Initialize with base HP from table self.maxHealth = HP_TABLE[self.type] || HP_TABLE.normal; self.health = self.maxHealth; self.poisonTimer = 0; // For poison road damage tracking self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = HP_TABLE.fast; break; case 'immune': self.isImmune = true; self.maxHealth = HP_TABLE.immune; break; case 'flying': self.isFlying = true; self.maxHealth = HP_TABLE.flying; break; case 'swarm': self.maxHealth = HP_TABLE.swarm; break; case 'normal': default: self.maxHealth = HP_TABLE.normal; break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies use special HP value self.maxHealth = HP_TABLE.boss * 10; // 50 * 10 = 500 HP for bosses // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var shadowText = new Text2("+" + value, { size: 45, fill: 0x000000, weight: 800 }); shadowText.anchor.set(0.5, 0.5); shadowText.x = 2; shadowText.y = 2; self.addChild(shadowText); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); // Calculate actual grid height accounting for bars var GRID_H_PX = 2732 - TOP_BAR_H - BOTTOM_BAR_H; var actualRows = Math.floor(GRID_H_PX / CELL_SIZE); gridHeight = Math.min(gridHeight, actualRows); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor 1: Wall 2: Spawn 3: Goal */ for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; // Default all cells to walls var cellType = 1; cell.type = cellType; cell.x = i; cell.y = j; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } // Set spawn at center (12, 14) var centerCell = self.cells[12] && self.cells[12][14]; if (centerCell) { centerCell.type = 2; self.spawns = [centerCell]; } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != TYPE_WALL && !node.hasTower) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; // Only process cardinal directions (up, down, left, right) var targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } else { // Limit spawn to only target the spawn exit (down direction) self.spawns[a].targets = [spawnExit]; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); // Scale enemy speed by game speed var scaledSpeed = enemy.speed * gameSpeed; if (dist < scaledSpeed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); // Scale enemy speed by game speed var scaledSpeed = enemy.speed * gameSpeed; enemy.currentCellX += Math.cos(angle) * scaledSpeed; enemy.currentCellY += Math.sin(angle) * scaledSpeed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Apply road effects for ground enemies if (!enemy.isFlying) { var currentCell = grid.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY)); if (currentCell) { // Apply poison damage if (currentCell.type === TYPE_POISON_ROAD) { enemy.poisonTimer += gameSpeed; if (enemy.poisonTimer >= 60) { // Once per second at 60 FPS enemy.health -= 0.5; enemy.poisonTimer = 0; if (enemy.health <= 0) { enemy.health = 0; } // Update health bar if (enemy.healthBar) { enemy.healthBar.width = enemy.health / enemy.maxHealth * 70; } } } else { enemy.poisonTimer = 0; } } } // Handle normal pathfinding enemies using pathPoints array if (!enemy.currentTarget) { if (enemy.cellPathIndex === undefined) { enemy.cellPathIndex = 1; // Start with spawn exit } if (enemy.cellPathIndex < pathPoints.length) { enemy.currentTarget = pathPoints[enemy.cellPathIndex]; } } if (enemy.currentTarget) { var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); // Calculate local speed for this enemy var speed = enemy.speed; // Check if enemy is on slow road var currentCell = grid.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY)); if (currentCell && currentCell.type === TYPE_SLOW_ROAD) { speed *= SLOW_MUL; // Apply slow multiplier } // Scale by game speed (for fast forward/pause) var scaledSpeed = speed * gameSpeed; if (dist < scaledSpeed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); // Move to next point in path enemy.cellPathIndex++; if (enemy.cellPathIndex < pathPoints.length) { enemy.currentTarget = pathPoints[enemy.cellPathIndex]; } else { enemy.currentTarget = undefined; } return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * scaledSpeed; enemy.currentCellY += Math.sin(angle) * scaledSpeed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) activated!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); var notificationText = new Text2(message, { size: 50, fill: 0x000000, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 30; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var PoisonRoadPreview = Container.expand(function () { var self = Container.call(this); self.canPlace = false; self.gridX = 0; self.gridY = 0; // Create purple semi-transparent square var previewGraphics = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.tint = 0x8B4513; // Brown for poison road (same as normal road) previewGraphics.alpha = 0.5; previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; self.addChild(previewGraphics); // Add pulsing effect self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; // Start pulsing immediately self.startPulsing(); self.updatePlacementStatus = function () { self.canPlace = false; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 - BOTTOM_BAR_H) { self.canPlace = false; return; } var canAfford = gold >= POISON_ROAD_COST; // Check if this cell is valid for road placement var cell = grid.getCell(self.gridX, self.gridY); // Check for spawn guard cells first if (cell && cell.type === TYPE_SPAWN_GUARD) { self.canPlace = false; return; } // Road can only be placed on wall cells (type 1) without towers if (!cell || cell.type !== TYPE_WALL || cell.hasTower) { self.canPlace = false; } else if (!canAfford) { self.canPlace = false; } else { // New yol bloğunun merkez koordinatı var cx = self.gridX + 0.5; var cy = self.gridY + 0.5; var spawn = pathPoints[0]; // First point is spawn var spawnCenter = { x: spawn.x + 0.5, y: spawn.y + 0.5 }; var base = pathPoints[pathPoints.length - 1]; var baseCenter = { x: base.x + 0.5, y: base.y + 0.5 }; // Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge // Check base edge restrictions var isBaseEdge = sharesEdge({ x: cx, y: cy }, baseCenter); if (isBaseEdge) { var last = pathPoints[pathPoints.length - 1]; // base centre var prev = pathPoints[pathPoints.length - 2]; // önceki yol var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y); var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy); if (dirHere === backDir) { // SADECE geri yasak self.canPlace = false; return; } // yan veya ileri 90° → serbest } // Check if adjacent to any existing road (forbidden - only base allowed) var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]]; var adjacentToRoad = false; for (var d = 0; d < 4; d++) { var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]); if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) { adjacentToRoad = true; break; } } // Roads can only be placed adjacent to base if (adjacentToRoad) { self.canPlace = false; } else { // Check if cell is adjacent to the base (end of current path) var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; var baseNeighbors = [{ x: base.x, y: base.y - 1 }, { x: base.x + 1, y: base.y }, { x: base.x, y: base.y + 1 }, { x: base.x - 1, y: base.y }]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) { isAdjacentToBase = true; break; } } // Check if this would be going backwards var isBackwards = false; if (isAdjacentToBase && pathPoints.length >= 2) { var previousPoint = pathPoints[pathPoints.length - 2]; var currentDirection = { x: base.x - previousPoint.x, y: base.y - previousPoint.y }; var proposedDirection = { x: self.gridX - base.x, y: self.gridY - base.y }; if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) { isBackwards = true; } } self.canPlace = isAdjacentToBase && !isBackwards; } } // Update appearance if (self.canPlace) { previewGraphics.tint = 0x00FF00; // Green for placeable self.visible = true; } else { previewGraphics.tint = 0xFF0000; // Red for not placeable self.visible = true; } }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.updatePlacementStatus(); }; return self; }); var RoadPreview = Container.expand(function () { var self = Container.call(this); self.canPlace = false; self.gridX = 0; self.gridY = 0; // Create simple brown semi-transparent square var previewGraphics = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.tint = 0x8B4513; // Brown for road previewGraphics.alpha = 0.5; previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; self.addChild(previewGraphics); // Add pulsing effect - start with null reference self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; // Start pulsing immediately self.startPulsing(); self.updatePlacementStatus = function () { self.canPlace = false; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 - BOTTOM_BAR_H) { self.canPlace = false; return; } var canAfford = gold >= ROAD_COST; // Check if this cell is valid for road placement var cell = grid.getCell(self.gridX, self.gridY); // Check for spawn guard cells first if (cell && cell.type === TYPE_SPAWN_GUARD) { self.canPlace = false; return; } // Road can only be placed on wall cells (type 1) without towers if (!cell || cell.type !== 1 || cell.hasTower) { // Can't place on non-wall cells or cells with towers self.canPlace = false; } else if (!canAfford) { // Not enough gold self.canPlace = false; } else { // New road bloğunun merkez koordinatı var cx = self.gridX + 0.5; var cy = self.gridY + 0.5; var spawn = pathPoints[0]; // First point is spawn var spawnCenter = { x: spawn.x + 0.5, y: spawn.y + 0.5 }; var base = pathPoints[pathPoints.length - 1]; var baseCenter = { x: base.x + 0.5, y: base.y + 0.5 }; // Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge // Check base edge restrictions var isBaseEdge = sharesEdge({ x: cx, y: cy }, baseCenter); if (isBaseEdge) { var last = pathPoints[pathPoints.length - 1]; // base centre var prev = pathPoints[pathPoints.length - 2]; // önceki yol var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y); var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy); if (dirHere === backDir) { // SADECE geri yasak self.canPlace = false; return; } // yan veya ileri 90° → serbest } // Check if adjacent to any existing road (forbidden - only base allowed) var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]]; var adjacentToRoad = false; for (var d = 0; d < 4; d++) { var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]); if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) { // bitişik ROAD tespit adjacentToRoad = true; break; } } // Roads can only be placed adjacent to base if (adjacentToRoad) { self.canPlace = false; } else { // Check if cell is adjacent to the base (end of current path) var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; // Check 4-directional neighbors from base var baseNeighbors = [{ x: base.x, y: base.y - 1 }, // up { x: base.x + 1, y: base.y }, // right { x: base.x, y: base.y + 1 }, // down { x: base.x - 1, y: base.y } // left ]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) { isAdjacentToBase = true; break; } } // Check if this would be going backwards var isBackwards = false; if (isAdjacentToBase && pathPoints.length >= 2) { var previousPoint = pathPoints[pathPoints.length - 2]; var currentDirection = { x: base.x - previousPoint.x, y: base.y - previousPoint.y }; var proposedDirection = { x: self.gridX - base.x, y: self.gridY - base.y }; // Check if proposed direction is opposite to current direction if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) { isBackwards = true; } } self.canPlace = isAdjacentToBase && !isBackwards; } } // Update appearance - green for placeable, red for not placeable if (self.canPlace) { previewGraphics.tint = 0x00FF00; // Green for placeable self.visible = true; } else { previewGraphics.tint = 0xFF0000; // Red for not placeable self.visible = true; } }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.updatePlacementStatus(); }; return self; }); var SlowRoadPreview = Container.expand(function () { var self = Container.call(this); self.canPlace = false; self.gridX = 0; self.gridY = 0; // Create ice-blue semi-transparent square var previewGraphics = LK.getAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.tint = 0x8B4513; // Brown for slow road (same as normal road) previewGraphics.alpha = 0.5; previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; self.addChild(previewGraphics); // Add pulsing effect self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; // Start pulsing immediately self.startPulsing(); self.updatePlacementStatus = function () { self.canPlace = false; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 - BOTTOM_BAR_H) { self.canPlace = false; return; } var canAfford = gold >= SLOW_ROAD_COST; // Check if this cell is valid for road placement var cell = grid.getCell(self.gridX, self.gridY); // Check for spawn guard cells first if (cell && cell.type === TYPE_SPAWN_GUARD) { self.canPlace = false; return; } // Road can only be placed on wall cells (type 1) without towers if (!cell || cell.type !== TYPE_WALL || cell.hasTower) { self.canPlace = false; } else if (!canAfford) { self.canPlace = false; } else { // New yol bloğunun merkez koordinatı var cx = self.gridX + 0.5; var cy = self.gridY + 0.5; var spawn = pathPoints[0]; // First point is spawn var spawnCenter = { x: spawn.x + 0.5, y: spawn.y + 0.5 }; var base = pathPoints[pathPoints.length - 1]; var baseCenter = { x: base.x + 0.5, y: base.y + 0.5 }; // Spawn edge restrictions removed - roads can be placed adjacent to any spawn edge // Check base edge restrictions var isBaseEdge = sharesEdge({ x: cx, y: cy }, baseCenter); if (isBaseEdge) { var last = pathPoints[pathPoints.length - 1]; // base centre var prev = pathPoints[pathPoints.length - 2]; // önceki yol var backDir = getDirectionIndex(last.x, last.y, prev.x, prev.y); var dirHere = getDirectionIndex(baseCenter.x, baseCenter.y, cx, cy); if (dirHere === backDir) { // SADECE geri yasak self.canPlace = false; return; } // yan veya ileri 90° → serbest } // Check if adjacent to any existing road (forbidden - only base allowed) var dirsRoad = [[0, -1], [1, 0], [0, 1], [-1, 0]]; var adjacentToRoad = false; for (var d = 0; d < 4; d++) { var n = grid.getCell(self.gridX + dirsRoad[d][0], self.gridY + dirsRoad[d][1]); if (n && (n.type === TYPE_ROAD || n.type === TYPE_SLOW_ROAD || n.type === TYPE_POISON_ROAD)) { adjacentToRoad = true; break; } } // Roads can only be placed adjacent to base if (adjacentToRoad) { self.canPlace = false; } else { // Check if cell is adjacent to the base (end of current path) var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; var baseNeighbors = [{ x: base.x, y: base.y - 1 }, { x: base.x + 1, y: base.y }, { x: base.x, y: base.y + 1 }, { x: base.x - 1, y: base.y }]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === self.gridX && baseNeighbors[i].y === self.gridY) { isAdjacentToBase = true; break; } } // Check if this would be going backwards var isBackwards = false; if (isAdjacentToBase && pathPoints.length >= 2) { var previousPoint = pathPoints[pathPoints.length - 2]; var currentDirection = { x: base.x - previousPoint.x, y: base.y - previousPoint.y }; var proposedDirection = { x: self.gridX - base.x, y: self.gridY - base.y }; if (currentDirection.x === -proposedDirection.x && currentDirection.y === -proposedDirection.y) { isBackwards = true; } } self.canPlace = isAdjacentToBase && !isBackwards; } } // Update appearance if (self.canPlace) { previewGraphics.tint = 0x00FF00; // Green for placeable self.visible = true; } else { previewGraphics.tint = 0xFF0000; // Red for not placeable self.visible = true; } }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.updatePlacementStatus(); }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'default'; // Increase size of base for easier touch var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.width = CELL_SIZE * 1.3; baseGraphics.height = CELL_SIZE * 1.3; switch (self.towerType) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'splash': baseGraphics.tint = 0x33CC00; break; default: baseGraphics.tint = 0xAAAAAA; } var towerCost = getTowerCost(self.towerType); // Add shadow for tower type label var typeLabelShadow = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0x000000, weight: 800 }); typeLabelShadow.anchor.set(0.5, 0.5); typeLabelShadow.x = 4; typeLabelShadow.y = -20 + 4; self.addChild(typeLabelShadow); // Add tower type label var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 50, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = -20; // Position above center of tower self.addChild(typeLabel); // Add cost shadow var costLabelShadow = new Text2(towerCost, { size: 50, fill: 0x000000, weight: 800 }); costLabelShadow.anchor.set(0.5, 0.5); costLabelShadow.x = 4; costLabelShadow.y = 24 + 12; self.addChild(costLabelShadow); // Add cost label var costLabel = new Text2(towerCost, { size: 50, fill: 0xFFD700, weight: 800 }); costLabel.anchor.set(0.5, 0.5); costLabel.y = 20 + 12; self.addChild(costLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'default'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'splash': // Splash: base 2, +0.2 per level (max ~4 blocks at max level) return (2 + (self.level - 1) * 0.2) * CELL_SIZE; case 'rapid': // Rapid: base 2.5, +0.5 per level return (2.5 + (self.level - 1) * 0.5) * CELL_SIZE; default: // Default: base 3, +0.5 per level return (3 + (self.level - 1) * 0.5) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = BULLET_DAMAGE; // All towers deal 1 damage per bullet self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'rapid': self.fireRate = 30; self.damage = 5; self.range = 2.5 * CELL_SIZE; self.bulletSpeed = 7; break; case 'splash': self.fireRate = 75; self.damage = 15; self.range = 2 * CELL_SIZE; self.bulletSpeed = 4; break; } var baseGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.width = CELL_SIZE; baseGraphics.height = CELL_SIZE; switch (self.id) { case 'rapid': baseGraphics.tint = 0x00AAFF; break; case 'splash': baseGraphics.tint = 0x33CC00; break; default: baseGraphics.tint = 0xAAAAAA; } var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x000000; var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0xCCCCCC; dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('defense', { anchorX: 0.5, anchorY: 0.5 }); self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFFFFF; } else { switch (self.id) { case 'rapid': towerLevelIndicator.tint = 0x00AAFF; break; case 'splash': towerLevelIndicator.tint = 0x33CC00; break; default: towerLevelIndicator.tint = 0xAAAAAA; } } } }; self.updateLevelIndicators(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type (damage remains constant at 1) if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.3; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // Customize bullet appearance based on tower type switch (self.id) { case 'rapid': bullet.children[0].tint = 0x00AAFF; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'splash': bullet.children[0].tint = 0x33CC00; bullet.children[0].width = 40; bullet.children[0].height = 40; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; // Position at exact grid cell center with offset of 56 pixels up and 56 pixels left (moved 14 pixels down and 12 pixels right total) self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2 - 58; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2 - 56; var cell = grid.getCell(gridX, gridY); if (cell) { cell.type = 4; // tower type cell.hasTower = true; // mark as occupied } self.refreshCellsInRange(); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE; previewGraphics.height = CELL_SIZE; // Add pulsing effect to preview self.pulsingTween = null; self.startPulsing = function () { if (self.pulsingTween) return; self.pulsingTween = tween(previewGraphics, { alpha: 0.8 }, { duration: 500, easing: tween.easeInOut, loop: true, yoyo: true }); }; self.stopPulsing = function () { if (self.pulsingTween) { tween.stop(previewGraphics, { alpha: true }); self.pulsingTween = null; previewGraphics.alpha = 0.5; } }; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'splash': previewGraphics.tint = 0x33CC00; break; default: previewGraphics.tint = 0xAAAAAA; } if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; } else { // Green tint for valid placement switch (self.towerType) { case 'rapid': previewGraphics.tint = 0x00AAFF; break; case 'splash': previewGraphics.tint = 0x33CC00; break; default: previewGraphics.tint = 0xAAAAAA; } } }; self.updatePlacementStatus = function () { var validGridPlacement = true; // Check if placement would be in bottom bar if (self.y + CELL_SIZE / 2 > 2732 - BOTTOM_BAR_H) { validGridPlacement = false; self.canPlace = false; } if (self.gridY <= 4 || self.gridY >= grid.cells[0].length - 4) { validGridPlacement = false; } else { var cell = grid.getCell(self.gridX, self.gridY); // Check for spawn guard cells first if (cell && cell.type === TYPE_SPAWN_GUARD) { validGridPlacement = false; } else if (!cell || cell.type !== 1 || cell.hasTower) { // Towers can only be placed on wall cells (type 1) and must not have towers validGridPlacement = false; } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX === self.gridX && enemy.cellY === self.gridY) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX === self.gridX && targetY === self.gridY) { self.blockedByEnemy = true; break; } } } } } // Check if tower touches a road var touchesRoad = false; if (validGridPlacement) { var dirs = [[0, -1], [1, 0], [0, 1], [-1, 0]]; // 4 directions for (var d = 0; d < dirs.length; d++) { var nx = self.gridX + dirs[d][0]; var ny = self.gridY + dirs[d][1]; var nCell = grid.getCell(nx, ny); if (nCell && (nCell.type === TYPE_ROAD || nCell.type === TYPE_SLOW_ROAD || nCell.type === TYPE_POISON_ROAD || nCell.type === TYPE_SPAWN || nCell.type === TYPE_GOAL)) { touchesRoad = true; break; } } } self.canPlace = validGridPlacement && touchesRoad && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); // Position at exact grid cell center - same as Tower self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2 - 72 + 10 + 4 + 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2 - 66 + 5 + 3 + 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 80, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -840; towerTypeText.y = -160; self.addChild(towerTypeText); var statsText = new Text2('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + BULLET_DAMAGE + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 70, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -840; statsText.y = 50; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue + ' gold', { size: 60, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Level: ' + self.tower.level + '/' + self.tower.maxLevel + '\nDamage: ' + BULLET_DAMAGE + '\nFire Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost + ' gold'); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue + ' gold'); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; var cell = grid.getCell(gridX, gridY); if (cell) { cell.type = 1; // reset to wall cell.hasTower = false; // mark as free var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost + ' gold'; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; // Add shadow for start text var startTextShadow = new Text2("Start Game", { size: 50, fill: 0x000000, weight: 800 }); startTextShadow.anchor.set(0.5, 0.5); startTextShadow.x = 4; startTextShadow.y = 4; startMarker.addChild(startTextShadow); var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); startTextShadow.setText("Started!"); // Make sure shadow position remains correct after text change startTextShadow.x = 4; startTextShadow.y = 4; var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add shadow for wave type - 30% smaller than before var waveTypeShadow = new Text2(waveType, { size: 56, fill: 0x000000, weight: 800 }); waveTypeShadow.anchor.set(0.5, 0.5); waveTypeShadow.x = 4; waveTypeShadow.y = 4; marker.addChild(waveTypeShadow); // Add wave type text - 30% smaller than before var waveTypeText = new Text2(waveType, { size: 56, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = 0; marker.addChild(waveTypeText); // Add shadow for wave number - 20% larger than before var waveNumShadow = new Text2((i + 1).toString(), { size: 48, fill: 0x000000, weight: 800 }); waveNumShadow.anchor.set(1.0, 1.0); waveNumShadow.x = blockWidth / 2 - 16 + 5; waveNumShadow.y = block.height / 2 - 12 + 5; marker.addChild(waveNumShadow); // Main wave number text - 20% larger than before var waveNum = new Text2((i + 1).toString(), { size: 48, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(1.0, 1.0); waveNum.x = blockWidth / 2 - 16; waveNum.y = block.height / 2 - 12; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } // Only handle wave progression if game is not paused if (gameSpeed > 0) { self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { // Scale wave timer by game speed // When gameSpeed is 2x, timer progresses 2x faster // When gameSpeed is 0.5x, timer progresses 2x slower waveTimer += gameSpeed; // Direct multiplication by game speed if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var notification = game.addChild(new Notification("Wave " + currentWave + " (" + waveType + " - " + enemyCount + " enemies) incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } }; self.handleWaveProgression(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } window.fixSpawnTargets = function fixSpawnTargets() { if (!grid || !grid.spawns || !grid.spawns[0]) return; // koruma var spawn = grid.spawns[0]; var spawnExit = grid.getCell(spawn.x, spawn.y + 1); spawn.targets = [spawnExit]; // yalnız aşağı }; var CELL_SIZE = 114; var ROAD_COST = 5; var TOP_BAR_H = 38; var BOTTOM_BAR_H = -260; // Bullet damage constant var BULLET_DAMAGE = 1; // Enemy HP table var HP_TABLE = { normal: 5, fast: 5, flying: 5, immune: 10, swarm: 50, boss: 50 }; // Road type constants var TYPE_ROAD = 0; var TYPE_WALL = 1; var TYPE_SPAWN = 2; var TYPE_GOAL = 3; var TYPE_TOWER = 4; var TYPE_SLOW_ROAD = 5; var TYPE_POISON_ROAD = 6; var TYPE_SPAWN_GUARD = 8; // Slow road multiplier var SLOW_MUL = 0.75; // 25% slower // Road costs var SLOW_ROAD_COST = 10; var POISON_ROAD_COST = 15; // Direction constants for spawn/base edge filtering var DIRS = [{ dx: 0, dy: -1 }, // up (index 0) { dx: 1, dy: 0 }, // right (index 1) { dx: 0, dy: 1 }, // down (index 2) { dx: -1, dy: 0 } // left (index 3) ]; var SPAWN_EXIT_DIR = 2; // index 2 → down // Helper functions for spawn/base edge filtering function sharesEdge(a, b) { return Math.abs(a.x - b.x) === 1 && a.y === b.y || Math.abs(a.y - b.y) === 1 && a.x === b.x; } function getDirectionIndex(fromX, fromY, toX, toY) { if (toX > fromX) return 1; // right if (toX < fromX) return 3; // left if (toY > fromY) return 2; // down if (toX > fromX) return 1; // right if (toX < fromX) return 3; // left if (toY > fromY) return 2; // down return 0; // up } function paintBlock(centerX, centerY, cellType) { // Paint a 2x2 block centered at the given coordinates for (var dx = 0; dx < 2; dx++) { for (var dy = 0; dy < 2; dy++) { var cell = grid.getCell(centerX + dx, centerY + dy); if (cell) { cell.type = cellType; } } } } var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave // Game speed control var gameSpeed = 1; var gameSpeedFactors = [1, 2, 5, 0.5, 0]; var currentSpeedIndex = 0; var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0x00FF00, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 60, fill: 0xFF0000, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; var speedText = new Text2('1x', { size: 60, fill: 0xFFFFFF, weight: 800 }); speedText.anchor.set(0.5, 0.5); speedText.x = spacing + 30 + 200; speedText.y = topMargin; LK.gui.top.addChild(speedText); speedText.down = function () { currentSpeedIndex = (currentSpeedIndex + 1) % gameSpeedFactors.length; gameSpeed = gameSpeedFactors[currentSpeedIndex]; if (gameSpeed === 0) { speedText.setText('STOP'); } else { speedText.setText(gameSpeed + 'x'); } }; function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } // Create bottom bar var bottomBar = new Container(); var bottomBarGraphics = bottomBar.attachAsset('notification', { anchorX: 0, anchorY: 0 }); bottomBarGraphics.width = 2048; bottomBarGraphics.height = Math.abs(BOTTOM_BAR_H); bottomBarGraphics.tint = 0x222222; bottomBar.y = 2732 - BOTTOM_BAR_H; var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 60; grid.y = 200 - CELL_SIZE * 4; // Initialize the dynamic path function buildPath(spawnX, spawnY) { var pts = []; pts.push({ x: spawnX, y: spawnY }); // spawn pts.push({ x: spawnX, y: spawnY + 1 }); // 1 down for (var k = 1; k <= 3; k++) { // 3 left pts.push({ x: spawnX - k, y: spawnY + 1 }); } return pts; // last element is base } var pathPoints = buildPath(12, 14); // Define spawn and spawn exit for enemy pathfinding var spawn = grid.getCell(12, 14); var spawnExit = grid.getCell(12, 15); // Mark path cells in grid for (var i = 0; i < pathPoints.length; i++) { var point = pathPoints[i]; var cell = grid.getCell(point.x, point.y); if (cell) { if (i === 0) { paintBlock(point.x, point.y, TYPE_SPAWN); // spawn (2x2 block) // Set up spawn guard cells around spawn (but not below where spawn exit is) paintBlock(point.x, point.y - 2, TYPE_SPAWN_GUARD); // top guard paintBlock(point.x + 2, point.y, TYPE_SPAWN_GUARD); // right guard paintBlock(point.x - 2, point.y, TYPE_SPAWN_GUARD); // left guard // No bottom guard - that's where spawn exit connects } else if (i === pathPoints.length - 1) { cell.type = 3; // goal grid.goals.push(cell); // Add base to goals array } else { cell.type = TYPE_ROAD; // path } } } grid.pathFind(); // Fix spawn targets to only go downward if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(bottomBar); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var roadPreview = new RoadPreview(); game.addChild(roadPreview); roadPreview.visible = false; var slowRoadPreview = new SlowRoadPreview(); game.addChild(slowRoadPreview); slowRoadPreview.visible = false; var poisonRoadPreview = new PoisonRoadPreview(); game.addChild(poisonRoadPreview); poisonRoadPreview.visible = false; var isDragging = false; var dragType = null; // 'tower' or 'road' function wouldBlockPath(gridX, gridY) { // Always return false as enemies can only walk on road tiles return false; } function getTowerCost(towerType) { switch (towerType) { case 'rapid': return 15; case 'splash': return 25; default: return 5; } } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); if (gold >= towerCost) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); setGold(gold - towerCost); grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } // Check if clicking on road sources for (var i = 0; i < roadSources.length; i++) { var source = roadSources[i]; if (x >= source.x - source.width / 2 && x <= source.x + source.width / 2 && y >= source.y - source.height / 2 && y <= source.y + source.height / 2) { isDragging = true; if (source.data.type === 'road') { roadPreview.visible = true; dragType = 'road'; roadPreview.snapToGrid(x, y); } else if (source.data.type === 'slowRoad') { slowRoadPreview.visible = true; dragType = 'slowRoad'; slowRoadPreview.snapToGrid(x, y); } else if (source.data.type === 'poisonRoad') { poisonRoadPreview.visible = true; dragType = 'poisonRoad'; poisonRoadPreview.snapToGrid(x, y); } return; } } // Check tower sources for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; dragType = 'tower'; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); towerPreview.startPulsing(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger if (dragType === 'road') { roadPreview.snapToGrid(x, y); } else if (dragType === 'slowRoad') { slowRoadPreview.snapToGrid(x, y); } else if (dragType === 'poisonRoad') { poisonRoadPreview.snapToGrid(x, y); } else { towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } } }; game.up = function (x, y, obj) { // Ignore clicks in bottom bar area if (y > 2732 - BOTTOM_BAR_H) return; var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (dragType === 'road' || dragType === 'slowRoad' || dragType === 'poisonRoad') { // Handle road placement var preview, cost, roadType; if (dragType === 'road') { preview = roadPreview; cost = ROAD_COST; roadType = TYPE_ROAD; } else if (dragType === 'slowRoad') { preview = slowRoadPreview; cost = SLOW_ROAD_COST; roadType = TYPE_SLOW_ROAD; } else if (dragType === 'poisonRoad') { preview = poisonRoadPreview; cost = POISON_ROAD_COST; roadType = TYPE_POISON_ROAD; } if (preview.canPlace && gold >= cost) { var cell = grid.getCell(preview.gridX, preview.gridY); if (cell) { // Deduct gold setGold(gold - cost); // Check if touching base to determine if this extends the path var base = pathPoints[pathPoints.length - 1]; var touchingBase = sharesEdge({ x: preview.gridX + 0.5, y: preview.gridY + 0.5 }, { x: base.x + 0.5, y: base.y + 0.5 }); if (touchingBase) { // Extending the main path - old behavior var oldBase = grid.goals[0]; oldBase.type = TYPE_ROAD; // convert to normal road cell.type = TYPE_GOAL; // temporarily make this the new base cell.hasTower = false; // ensure it's not marked as having a tower grid.goals[0] = cell; // update goals array // Update pathPoints array for debug arrows pathPoints.push({ x: cell.x, y: cell.y }); // Now convert the new base to the desired road type oldBase.type = roadType; } else { // Decorative road next to spawn - don't extend path cell.type = roadType; cell.hasTower = false; // ensure it's not marked as having a tower } // Recalculate path and redraw grid.pathFind(); // Fix spawn targets to only go downward if (typeof window.fixSpawnTargets === 'function') window.fixSpawnTargets(); grid.renderDebug(); // Show gold deduction var goldIndicator = new GoldIndicator(-cost, preview.x, preview.y); game.addChild(goldIndicator); } } else if (gold < cost) { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { // Check specific reasons for failure var base = pathPoints[pathPoints.length - 1]; var isAdjacentToBase = false; var baseNeighbors = [{ x: base.x, y: base.y - 1 }, // up { x: base.x + 1, y: base.y }, // right { x: base.x, y: base.y + 1 }, // down { x: base.x - 1, y: base.y } // left ]; for (var i = 0; i < baseNeighbors.length; i++) { if (baseNeighbors[i].x === preview.gridX && baseNeighbors[i].y === preview.gridY) { isAdjacentToBase = true; break; } } if (!isAdjacentToBase) { var notification = game.addChild(new Notification("Road must connect to Base!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { var notification = game.addChild(new Notification("Road can't go backwards!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } roadPreview.visible = false; slowRoadPreview.visible = false; poisonRoadPreview.visible = false; } else { // Handle tower placement if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; towerPreview.stopPulsing(); } dragType = null; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - BOTTOM_BAR_H - 80 - 320 + 30; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - BOTTOM_BAR_H - 100 + 20 - 320 + 30; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); var buildItems = ['default', 'rapid', 'splash']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers // Account for road buttons in spacing calculation var totalItems = buildItems.length + 3; // +3 for road types var startX = 2048 / 2 - totalItems * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - BOTTOM_BAR_H - CELL_SIZE * 3 - 90 - 150; // Create road source buttons var roadSources = []; // Normal road var roadSource = new Container(); roadSource.interactive = true; roadSource.buttonMode = true; roadSource.data = { type: "road" }; var roadBg = roadSource.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); roadBg.width = CELL_SIZE * 1.3; roadBg.height = CELL_SIZE * 1.3; roadBg.tint = 0x8B4513; // Brown color for road var roadLabel = new Text2('Road\n' + ROAD_COST, { size: 50, fill: 0xFFFFFF, weight: 800 }); roadLabel.anchor.set(0.5, 0.5); roadLabel.y = 0; roadSource.addChild(roadLabel); roadSource.x = startX; roadSource.y = towerY; roadSource.update = function () { var canAfford = gold >= ROAD_COST; roadSource.alpha = canAfford ? 1 : 0.5; }; towerLayer.addChild(roadSource); roadSources.push(roadSource); // Slow road var slowRoadSource = new Container(); slowRoadSource.interactive = true; slowRoadSource.buttonMode = true; slowRoadSource.data = { type: "slowRoad" }; var slowRoadBg = slowRoadSource.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); slowRoadBg.width = CELL_SIZE * 1.3; slowRoadBg.height = CELL_SIZE * 1.3; slowRoadBg.tint = 0x8B4513; // Brown for slow road (same as normal road) var slowRoadLabel = new Text2('Slow\n' + SLOW_ROAD_COST, { size: 50, fill: 0xFFFFFF, weight: 800 }); slowRoadLabel.anchor.set(0.5, 0.5); slowRoadLabel.y = 0; slowRoadSource.addChild(slowRoadLabel); slowRoadSource.x = startX + towerSpacing; slowRoadSource.y = towerY; slowRoadSource.update = function () { var canAfford = gold >= SLOW_ROAD_COST; slowRoadSource.alpha = canAfford ? 1 : 0.5; }; towerLayer.addChild(slowRoadSource); roadSources.push(slowRoadSource); // Poison road var poisonRoadSource = new Container(); poisonRoadSource.interactive = true; poisonRoadSource.buttonMode = true; poisonRoadSource.data = { type: "poisonRoad" }; var poisonRoadBg = poisonRoadSource.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); poisonRoadBg.width = CELL_SIZE * 1.3; poisonRoadBg.height = CELL_SIZE * 1.3; poisonRoadBg.tint = 0x8B4513; // Brown for poison road (same as normal road) var poisonRoadLabel = new Text2('Poison\n' + POISON_ROAD_COST, { size: 50, fill: 0xFFFFFF, weight: 800 }); poisonRoadLabel.anchor.set(0.5, 0.5); poisonRoadLabel.y = 0; poisonRoadSource.addChild(poisonRoadLabel); poisonRoadSource.x = startX + towerSpacing * 2; poisonRoadSource.y = towerY; poisonRoadSource.update = function () { var canAfford = gold >= POISON_ROAD_COST; poisonRoadSource.alpha = canAfford ? 1 : 0.5; }; towerLayer.addChild(poisonRoadSource); roadSources.push(poisonRoadSource); // Add dash between poison and default var dashText = new Text2('-', { size: 80, fill: 0xFFFFFF, weight: 800 }); dashText.anchor.set(0.5, 0.5); dashText.x = startX + towerSpacing * 2.5; dashText.y = towerY; towerLayer.addChild(dashText); // Create tower sources (offset by 3 to account for road types) for (var i = 0; i < buildItems.length; i++) { var tower = new SourceTower(buildItems[i]); tower.x = startX + (i + 3) * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); } sourceTower = null; enemiesToSpawn = 10; game.update = function () { // Apply game speed (skip updates if paused) if (gameSpeed === 0) { return; // Game is paused } // Scale time-based updates by game speed var speedMultiplier = gameSpeed; if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement var notification = game.addChild(new Notification("⚠️ BOSS WAVE! ⚠️")); notification.x = 2048 / 2; notification.y = grid.height - 200; } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // Spawn at the defined spawn point (center of grid) var spawnPoint = pathPoints[0]; enemy.cellX = spawnPoint.x; enemy.cellY = spawnPoint.y; enemy.currentCellX = spawnPoint.x; enemy.currentCellY = spawnPoint.y; enemy.x = grid.x + spawnPoint.x * CELL_SIZE + CELL_SIZE / 2; enemy.y = grid.y + spawnPoint.y * CELL_SIZE + CELL_SIZE / 2; enemy.waveNumber = currentWave; // Initialize enemy pathfinding - start with spawn exit as first target enemy.currentTarget = spawnExit; enemy.cellPathIndex = 1; // Index into pathPoints array enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Boss enemies give more gold and score var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } if (roadPreview.visible) { roadPreview.updatePlacementStatus(); } if (slowRoadPreview.visible) { slowRoadPreview.updatePlacementStatus(); } if (poisonRoadPreview.visible) { poisonRoadPreview.updatePlacementStatus(); } // Update road source buttons for (var i = 0; i < roadSources.length; i++) { roadSources[i].update(); } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -183,8 +183,16 @@
cellGraphics.tint = 0x555555; // dark gray
numberLabel.visible = false;
break;
}
+ case TYPE_SPAWN_GUARD:
+ {
+ // spawn guard - dark gray, no numbers
+ self.removeArrows();
+ cellGraphics.tint = 0x333333; // dark gray
+ numberLabel.visible = false;
+ break;
+ }
}
numberLabel.setText(Math.floor(data.score / 10000));
};
});
@@ -943,8 +951,13 @@
}
var canAfford = gold >= POISON_ROAD_COST;
// Check if this cell is valid for road placement
var cell = grid.getCell(self.gridX, self.gridY);
+ // Check for spawn guard cells first
+ if (cell && cell.type === TYPE_SPAWN_GUARD) {
+ self.canPlace = false;
+ return;
+ }
// Road can only be placed on wall cells (type 1) without towers
if (!cell || cell.type !== TYPE_WALL || cell.hasTower) {
self.canPlace = false;
} else if (!canAfford) {
@@ -1104,8 +1117,13 @@
}
var canAfford = gold >= ROAD_COST;
// Check if this cell is valid for road placement
var cell = grid.getCell(self.gridX, self.gridY);
+ // Check for spawn guard cells first
+ if (cell && cell.type === TYPE_SPAWN_GUARD) {
+ self.canPlace = false;
+ return;
+ }
// Road can only be placed on wall cells (type 1) without towers
if (!cell || cell.type !== 1 || cell.hasTower) {
// Can't place on non-wall cells or cells with towers
self.canPlace = false;
@@ -1277,8 +1295,13 @@
}
var canAfford = gold >= SLOW_ROAD_COST;
// Check if this cell is valid for road placement
var cell = grid.getCell(self.gridX, self.gridY);
+ // Check for spawn guard cells first
+ if (cell && cell.type === TYPE_SPAWN_GUARD) {
+ self.canPlace = false;
+ return;
+ }
// Road can only be placed on wall cells (type 1) without towers
if (!cell || cell.type !== TYPE_WALL || cell.hasTower) {
self.canPlace = false;
} else if (!canAfford) {
@@ -2004,11 +2027,14 @@
if (self.gridY <= 4 || self.gridY >= grid.cells[0].length - 4) {
validGridPlacement = false;
} else {
var cell = grid.getCell(self.gridX, self.gridY);
- // Towers can only be placed on wall cells (type 1) and must not have towers
- if (!cell || cell.type !== 1 || cell.hasTower) {
+ // Check for spawn guard cells first
+ if (cell && cell.type === TYPE_SPAWN_GUARD) {
validGridPlacement = false;
+ } else if (!cell || cell.type !== 1 || cell.hasTower) {
+ // Towers can only be placed on wall cells (type 1) and must not have towers
+ validGridPlacement = false;
}
}
self.blockedByEnemy = false;
if (validGridPlacement) {
@@ -2702,8 +2728,9 @@
var TYPE_GOAL = 3;
var TYPE_TOWER = 4;
var TYPE_SLOW_ROAD = 5;
var TYPE_POISON_ROAD = 6;
+var TYPE_SPAWN_GUARD = 8;
// Slow road multiplier
var SLOW_MUL = 0.75; // 25% slower
// Road costs
var SLOW_ROAD_COST = 10;
@@ -2737,10 +2764,24 @@
function getDirectionIndex(fromX, fromY, toX, toY) {
if (toX > fromX) return 1; // right
if (toX < fromX) return 3; // left
if (toY > fromY) return 2; // down
+ if (toX > fromX) return 1; // right
+ if (toX < fromX) return 3; // left
+ if (toY > fromY) return 2; // down
return 0; // up
}
+function paintBlock(centerX, centerY, cellType) {
+ // Paint a 2x2 block centered at the given coordinates
+ for (var dx = 0; dx < 2; dx++) {
+ for (var dy = 0; dy < 2; dy++) {
+ var cell = grid.getCell(centerX + dx, centerY + dy);
+ if (cell) {
+ cell.type = cellType;
+ }
+ }
+ }
+}
var pathId = 1;
var maxScore = 0;
var enemies = [];
var towers = [];
@@ -2872,9 +2913,14 @@
var point = pathPoints[i];
var cell = grid.getCell(point.x, point.y);
if (cell) {
if (i === 0) {
- cell.type = 2; // spawn
+ paintBlock(point.x, point.y, TYPE_SPAWN); // spawn (2x2 block)
+ // Set up spawn guard cells around spawn (but not below where spawn exit is)
+ paintBlock(point.x, point.y - 2, TYPE_SPAWN_GUARD); // top guard
+ paintBlock(point.x + 2, point.y, TYPE_SPAWN_GUARD); // right guard
+ paintBlock(point.x - 2, point.y, TYPE_SPAWN_GUARD); // left guard
+ // No bottom guard - that's where spawn exit connects
} else if (i === pathPoints.length - 1) {
cell.type = 3; // goal
grid.goals.push(cell); // Add base to goals array
} else {
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